Virtual Reality Audio Rendering for 6DoF Position Transitions

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Solution Overview

Problem

Existing audio rendering systems are limited to rendering 3 degrees of freedom (DoF), failing to efficiently handle translational movement of a listener's position, which is crucial for realistic 6 DoF virtual reality experiences.

Innovation Solution

A method and system for rendering audio signals that involve determining the destination source position of audio sources based on the listener's movement, using projection and geometric transformations to maintain acoustic consistency during transitions, while reducing computational complexity by employing pre-rendered virtual objects and fade-in/fade-out functions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If existing audio rendering systems are used, then 3 DoF rendering is achieved, but translational movement handling is insufficient

Engineering Contradiction:
Improvetranslational movement handlingVSAvoidrendering system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The rendering system is segmented into two independent parts: a pre-processing unit that handles translational movement calculations and sphere projections, and a standard 3DoF renderer that handles audio rendering. This segmentation allows the system to handle 6DoF movements while reusing existing 3DoF rendering infrastructure, reducing overall complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A pre-processing unit acts as an intermediary between the listener's movement data and the audio renderer. This intermediary transforms listener position changes into sphere projection transformations, enabling the standard 3DoF renderer to handle translational movements without requiring complex modifications to the rendering engine itself.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If real-time audio rendering for 6 DoF is implemented, then translational movement accuracy is improved, but processing delay increases

Engineering Contradiction:
Improvetranslational movement accuracyVSAvoidprocessing delay
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary calculations in the pre-processing unit to determine how sphere projections change with listener movement. By pre-calculating these transformations and preparing the necessary data before rendering, the system reduces real-time processing requirements and minimizes rendering delays while maintaining accurate translational movement handling.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If complex geometric transformations are used for sphere projection, then acoustic consistency is improved, but computational complexity increases

Engineering Contradiction:
Improveacoustic consistencyVSAvoidcomputational complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The complex geometric transformation calculations are extracted from the main rendering pipeline and placed in a dedicated pre-processing unit. This extraction allows the system to perform accurate sphere projection calculations separately, ensuring acoustic consistency while keeping the main rendering path simple and efficient.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system uses sphere projections as a mathematical model to copy and transform audio source positions from one listening position to another. By working with simplified spherical coordinates and projection mathematics rather than full 3D geometric transformations, the system maintains acoustic consistency with reduced computational complexity.

Inventive Principle:
Principle #26Copying

Data Source

PatentEP4203524B1Method and system for handling local transitions between listening positions in a virtual reality environment
Publication Date: 2025.09.10 DOLBY INTERNATIONAL AB
  • EP4203524B1 patent drawingFigure 1a~1b
  • EP4203524B1 patent drawingFigure 1c~2
  • EP4203524B1 patent drawingFigure 3~4a

AI summary

A method (910) for rendering an audio signal in a virtual reality rendering environment (180) is described. The method (910) comprises rendering (911) an origin audio signal of an audio source (311, 312, 313) from an origin source position on an origin sphere (114) around an origin listening position (301) of a listener (181). Furthermore, the method (900) comprises determining (912) that the listener (181) moves from the origin listening position (301) to a destination listening position (302). In addition, the method (900) comprises determining (913) a destination source position of the audio source (311, 312, 313) on a destination sphere (114) around the destination listening position (302) based on the origin source position, and determining (914) a destination audio signal of the audio source (311, 312, 313) based on the origin audio signal. Furthermore, the method (900) comprises rendering (915) the destination audio signal of the audio source (311, 312, 313) from the destination source position on the destination sphere (114) around the destination listening position (302).